2. Paper books will be something from the
past.
E-books
I predict in the
future, E-books
will have
completely taken
over and there will
not be books even
published in paper
form anymore.
3. Diffusion of Innovations, by Everett
Rogers
1) Knowledge – person becomes aware of
an innovation and has some idea of how it
functions,
Diffusion is the process 2) Persuasion – person forms a favorable
or unfavorable attitude toward the
by which an innovation innovation,
is communicated
3) Decision – person engages in activities
through certain that lead to a choice to adopt or reject the
innovation,
channels over time
among the members of 4) Implementation – person puts an
innovation into use,
a social system. The
steps being 5) Confirmation – person evaluates the
results of an innovation-decision already
made.
4. As you can see from this chart diffusion is taking place with
E-books right now. The only thing keeping printed books
around is children and the ability to lend them. But soon I’m
sure that will be overcome.
5. Media System
Dependency Theory
Dependency theory proposes an integral
relationship among audiences, media and the
larger social system. This theory predicts that
you depend on media information to meet
certain needs and achieve certain goals, like
uses-and-gratifications theory. But you do not
depend on all media equally.
6. Two factors influence the degree of
media dependence
First, you will The second source of
become more dependency is social
dependent on media stability. When social
change and conflict are
that meet a number high, established
of your needs than institutions, beliefs, and
on media that practices are
provide just a few. challenged, forcing you
to reevaluate and make
new choices.
7. Are you really in need or are you made to be in
need?
Do you really need a kindle or could you go to the
library?
8. Virtual Reality
Virtual reality has taken off when
3-d televisions and virtual video
gaming systems becoming a
popular must have. By 2022 A.D. I
believe every home will have
virtual reality items whether being
for games or everyday use of some
sort.
9. Theory of the Long Tail
The theory of the Long Tail is that our culture and economy is
increasingly shifting away from a focus on a relatively small
number of "hits" (mainstream products and markets) at the
head of the demand curve and toward a huge number of
niches in the tail. As the costs of production and distribution
fall, especially online, there is now less need to lump
products and consumers into one-size-fits-all containers. In
an era without the constraints of physical shelf space and
other bottlenecks of distribution, narrowly-target goods and
services can be as economically attractive as mainstream
fare.
10. Long Tail continued ….
One example of this is the theory's
prediction that demand for products
not available in traditional bricks and
mortar stores is potentially as big as
for those that are. But the same is
true for video not available on
broadcast TV on any given day, and
songs not played on radio. In other
words, the potential aggregate size
of the many small markets in goods
that don't individually sell well
enough for traditional retail and
broadcast distribution may rival that
of the existing large market in goods
that do cross that economic bar.
11. The “Cloud”
The “Cloud” is a “The “Cloud” allows you
nebulous term that to see your documents on
refers to computing any internet device no
power and storage that matter where you are.
take place remotely The Possibility's of this
from a computer or are endless.” –
other device, Anonymous
somewhere on the
internet.
12. Virtual Reality & The “Cloud”
Virtual reality and the
“Cloud” items are
hard to find, and
even harder to
afford. Once they
become more
available to the
general public it will
take off just as fast as
DVD’s, MP3’s and
etc..